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TheParadigm
Dec 10, 2009

Alchenar posted:

Hot take: I don't like 'fury'.

Not the concept, just the name. This isn't Space Marine, my mechwarriors are not having a moment of superhuman effort powered by rage. 'Inspire' was fine.

Is 'main character meter' too on the nose? The Protagonist Power button is almost too good.

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TheParadigm
Dec 10, 2009

sebmojo posted:

i'd calibrate your expectations to mid 2018.

hmn. Last I heard they had the framework of the dropship campaign/stuff going. You really think 9 months is enough for polish?

TheParadigm
Dec 10, 2009

Sky Shadowing posted:

I think the golden goose for me is getting up to Batallion size in later games (my hope is that we'll be able to play the same company throughout the ages, either implicitly playing as them or HBS not explicitly making us not the same company, so to speak).

But I can't quite figure out a good way in my head to make it so that battles aren't a massive tedious mess with more than 4 Mechs on the field at once.

I suppose I could see them pulling a trick in the hopeful Clan sequel that has your mercenary outfit deciding to 'bump up' to Stars instead of Lances.

Alternatively, the only 'good way' I can see to not make combat super tedious is to have you appointing commanders of Lances, which intrigues me because suddenly your not just trying to figure out who's the best MechWarrior for that mech, you're trying to figure out who's best for the Lance. A good MechWarrior might not make a good commander. But maybe your super-skilled MechWarrior will get pissed they get passed over for promotion and leave the Company, so maybe even though they're not a great officer candidate you can't afford to lose them.

I think the way you'd accomplish this is actually by breaking the matches up into sections. Assigning different lances to portions of the battle - you know how some modern-ish RTS games will give you a task and a base and economy, and after you hit a goal the announcer goes 'battlefield expanded!' and opens up more map space, gives you different units, and another goal to work towards?

basiclaly instead of comitting multiple lances/stars to one battle, you committ them to different nearby objectives, and depending on how those go you have a chance to react between battle/map phases.

For example, a base assault mission may involve a few prongs: Engage patrols outside the perimiter, attack generators, and crash the gates. You committ a star/lance to each. they're not on the same exact map, so much as nearby - a neighboring map sheet in battletech tabletop terms?

If you're successful at the generator attack, it makes the gatecrashing assault easier. If it fails, there's extra defenses powered up. If you win the patrol-skirmish, there's no reinforcements for the attack; if you lose they'll walk on in as a reinforcement wave during the attack.

Your nearby mechs can slip into another battle as a replacement for a downed mech - keeping the rule of 4-5 on screen at once - but lets you take the less dinged up pilots in your roster and push them into a next mission. 'oh, we lost a commando but have a centurion that made it out nearly pristine? send em in'.

You'd basically arrange missions in simultaneous-ish phases, figure out if you won/lost/drew or had a sub-effect going forward. Play, resolve, step forward, repeat.

It would also give you the sense of having to make meaningful choices as far as strategy, pilots and mechs to send where, and the best tool for the job.

Something between supreme commander and dawn of war 2, I think?

TheParadigm
Dec 10, 2009

isildur posted:


Salvage is also Not Easy: I've been trying to get this Wolverine WVR-6K built for days, but every place I look has only one part, and it's for a -6R. Because some rear end in a top hat (me) decided that a Kurita variant should be really uncommon in the rimward Periphery. So I'm stuck just taking missions and hoping I spot another one on the field so I can salvage it for the final bit I need.

If I recall your previous post right, a wrecked meck is worth 1 salvage bit, and you need 3 to fabricate a fresh one?

I suppose my question is: for mostly pristine mechs, how is salvage handled? You know, mechs killed by headshots, pilot death.

If you kick off legs, but everything else is intact, is that two salvage bits, or just one still?

Can you sometimes snag the whole mech, or does it force you to go through the 3 piece method?

TheParadigm
Dec 10, 2009

Pharnakes posted:

That is a very good design philosophy. Let's hope it comes out in game.

Hmn. Thats a tough balance to strike!

The only way you can really make people accept a loss like that is if you build up to it through emotional engagement, or make their death heroic enough to live with the fallout. Or to put forth a threat overwhelming enough to warrant a sacrifice AND have the player not think it was bullshit unfair, but instead had to choose who wasn't going to make it so everyone else had to succeed. And I don't mean in the 'xcom ending' way where you have to pick one automatic hero to die after you've already beat the game.

Unfortunately, its a lot harder to write story that resonates than it is to disable the quickload button.

Worse, all these things are harder when you're writing less scripted/fluid tabletop game.

I look forward to seeing how you've managed on release!

TheParadigm
Dec 10, 2009

isildur posted:

I should mention that we are not shipping with ironman, because ironman + launch bugs that eat your game = ragequits.

It's actually easier to deal with the loss of a MW because the really absurdly expensive and powerful thing is the 'Mech. You can stick a rookie in the cockpit of a Catapult and it will still be a Catapult. The specifics of how BT works are in my favor on this issue.

Will you be able to buy/hire more veteran mechwarriors as the campaign progresses to replace losses? You know, mercs jumping ship from other units, dispossessed, that kind of thing?

or will you always be training a new hire up from basic rookie?

TheParadigm
Dec 10, 2009

Phrosphor posted:

This has come up before. You can hire veteran mercs, but they are a lot more expensive. I think the initial design goal was they might end up really cocky as well and mess up unit morale, but that system was sadly cut.

*snip*

As I have found from my LP, low skill pilots are pretty crap. A 2/2/2/2 pilot dies easy, can't hit a barn, falls over a lot and doesn't have any idea what is attacking him until he can see it.


That's awesome. And yeah! Your LP was in the forefront of my mind when I asked. They're greener than a neon pastel set, but they seem to to actualy improve, but losing them would also suuuck because, well. Not just lack of progress, but starting the same path with someone worse.

For shits and giggles, Just how bad would that 8/8 pilot have been in HBS-game terms if we had hired them? You know, that random one on the periphery job?

TheParadigm
Dec 10, 2009

But what?

Did you test if their skills are able to be set to negative numbers, or no?

I kid, i kid. I do want to see how terrible they are, though.

TheParadigm
Dec 10, 2009

This would make sense if there's story scripting based around single player mechwarriors.

TheParadigm
Dec 10, 2009

Alright, since its topical and clearly some laughing is needed during crunch time:

what are some of your favorite or funny bugs so far? Ragdolls heading to space? Graphics glitches making everything rainbow? Lets hear the best of the worst. I mean, if that's the sort of thing you can discuss.

TheParadigm
Dec 10, 2009

Zaodai posted:

Once we get to release half this stuff will be forgotten as we'll have giant robots to shoot.

Worked for :pgi:, right?

TheParadigm
Dec 10, 2009

So, I have a question or two. it may involve spoilers and/or questions for either people who have watched streams or background-logic about the game, but just in case, I figured I'd give it a heads up due to potential spoilers.


I've been trying to avoid having early bits ruined, but ended up poking into Coh's stream out of curiosity, at least for the tutorial mission, and poked around a bit for non-spoilery bits, the mechlab, interface, that sort of thing.

So, its left a few lingering curiosities.

1)At what point do you actually get the Argo to play around with? All my peeks just involved a leopard, and paying other people to ferry you around.

2) there was a little random event segment involving the banks that own/lease the dropships, and I really liked the discussion amongst the party about what to do about it.
It culminated in a choice about how to talk to/approach your loan agent, to sweet talk them or remind them of the law, or another option I forgot, but it sends a message back to your creditors and establishes a relationship about your loan status going forward.

But that decision point makes me wonder just how deep this game is going to be. So, I saw this happen and went 'huh'.

Is this event a trap option, in which the only right move is to remind the other party of their obligations, and the other two are worse?

Or Is this basically an easy/medium/hard mode check in disguise?

Is the logic tree behind the event savvy enough to handle a two-faced betrayal, where the banks go 'oh, someone is trying to sweet talk me, clearly they're desperate and about to default, lets play nice but assemble the repo party behind the scenes' and later, surprise visits?

How are the bounty hunter attacks handled? Obligatory missions, extra enemies? Random events? The clever player might go 'but I WANT extra enemies to shoot and salvage their stuff', making the challenge mode actually potentially more fun.

Are there follow up events that play off your previous decisions?


Tldr: is this a title that should be approached with real-world or video game know how? inquiring minds wish to know!

TheParadigm
Dec 10, 2009

sebmojo posted:

We might have to wait until the game is out - I'm guessing it's not the same result for a given choice each time, but who knows.

From reddit, free camera controls:



That, or people who have seen more than one streamer get the event/choices. I hadn't considered there's multiple possibilties per choice though! is that a thing too?

TheParadigm
Dec 10, 2009

Raged posted:

Getting constant "user already have a profile for battletech" error during the initial customization and can't play the game. Won't even let me skip it

I'm glad i'm not the only one. How do I fix this?

that and 'we're sorry, there was an unspecified error in establishing your connection to comstar, please try again later'

When I get' user already have a profile for battletech' i'm 99% sure its checking the one i just registered but not giving it to me.

TheParadigm
Dec 10, 2009

Draynar posted:

Is there any good planets to look for really heavy/assault mechs or what is best way of getting them what level skulls they more consistently show? (Any kind of mission type to look for/look out for?)

Thanks!

I'm just getting started on this game, and am a bit late to the party but.

Are there any crucial quality of life mods i need to know about? (i have some of the speed things)


Most of the complains i see seem to be about the salvage/pay: Is there a way to edit jsons to get another slider-bar tick during negotiations?


I got a random event with glitch replacing walls! one of the options was greyed out (glitch:technician). Is this a typo of tactician, or one of the class things, or based on another random event or what?

I need a bit of advice on leveling pilots though.

Glitch is going for gunnery, and I think i want to get her called shots from the tactics tree next, but I dont want her to have sensor lock. What's a good second skill for her? I think its between bulwark and evasive move.
behemoth has bulkwark, but juggernaut doesn't seem great. I kind of don't want sensor lock; but evasion stripping IS super neat, and multitarget seems to do it better/just as well. Its between that and evasive move for her, i think, but bulkwark/evasive seem to be at opposite ends.

For dekker, master tactician and ace pilot both seem really sweet. Probably tactician because getting heavier rides seems more useful.

Anyone weigh in here?

Medusa and Rider are just kind working up to 4's as people get injured. I'm not sure what to do with the protagonist character considering that lineup.

Fun game so far though!

I think i found an early planet that sells highlander parts, if anyone wants it. Not sure if just the one bit, though. I've heard there's factory planets with unlimited mechs!

TheParadigm
Dec 10, 2009

isk posted:

There might be. Haven't found one yet (leaning towards difficult-to-impossible since modding UI is tricky). Among others, the following values in SimGameConstants affect salvage/pay -
*snip*

Hmn. Thanks! It seems to be the slider bar works fine, it just needs another 'tick' to negoiate with. Something like that seems as if it would be in the core game files, not under contracts. Thank you for checking.

Randler posted:

There's an AMA on reddit right now.

So far a lot of things are standard fare (i.e. We're working on patches, etc) but they did confirm, that the reinforcements are supposed to be on the map from the start and that the mission texts are slightly misleading. No words on escort missions thus far, though.

My question is: did paradox force an early launch? This game feels rather unpolished, or rather, there's tons of little things which felt like they were glossed over.

The press f6 to hurt everyone thing, animation speed, etc. The biggest critique i've heard boils down to: basically could have used a bit more time in the oven.

When there's pressure like this to launch early, it usually comes from the publisher, hence my asking. Thakns in advance!

TheParadigm
Dec 10, 2009

DrPop posted:

The Clans are one of the truly unique things about Battletech and I find them fascinating. I think people have bought into this self-perpetuating image of everyone hating them and the idea that they ruined the storyline.

I'm going to agree with you here, actually. I like PTN's take on them as wierd randian supermen; but if anything I come at it from the total lore beginner angle.

If there's anything I'd like to see as a second campaign, actually, its a pre-invasion clan campaign.

The kind where the exact quirkyness of clan society is unveiled to the player, the wierd reactions, how the life's all about fighting n winning within their rules and confines. the political shift when the clans realize there's a sphere to conquer and how to go about it - the bickering and infighting and trials that go up to it - and I think that it would work well for HBS-tech format.

I'd like to have the mindset of a clanner sold to me,the framework that makes it make sense and a somewhat cool storyline with it: and then the protagonist's one of the leading forces during the invasion, gets captured, and starts undergoing a journey to becoming more human through changing sides and getting exposed to new ideas and people and cultures.

Basically.. this game has reached an insanely huge audience through being a best seller, and the stage has to be set for the invasion for the new players to really get the reasons behind the actions, and that means a clanner prologue.

On the gameplay side: you have 5-mech stars, but also zellbrigen cuts down target selection, so it would be about the same. Similair format. Fights and trials to get/keep favorite personell or mechs, that sort of stuff, then shifting up to a prep-for-war footing.

TheParadigm
Dec 10, 2009


Speaking of that, i hate to harp, but i could use input from more experienced players about pilots. I'm racking up enough xp that i really need to spend it.

Main character is 4/4/4/4.
medusa is 4/4/3/3 spare right now.
behemoth is 4/4/5/4 - with bulwark.
Glitch is 7/2/3/4 with multishot.
Dekker is 4/4/4/5 with sensor lock.

Where do I go from here?

My thoughts are dekker: evasive move? Either ace pilot or master Tactician. Multishot feels wasted with sensor lock; tactician seems useful if he gets heavier rides, but I could be sold on ace pilot.

Glitch: Evasive move? Probably breaching shot?

Behemoth: Multishot feels like the right call for mechs and roles right now; evasive seems like counter-intuitive for bulwarking.

Current mechs are: shadow hawk,vindicator, centurion, quickdraw, spider.

TheParadigm
Dec 10, 2009

Follow up. My next story mission is weldry, and i'm considering applying the milestone difficulty-hike mod, which as far as I can tell would have full effect because weldry is that first mile stone.

Thoughts from people using this mod? Good experience? Further tweaks to go hand in hand?

I don't like the idea of being forced into a wild ride with only assaults.

TheParadigm
Dec 10, 2009

Afriscipio posted:

Battletech - Urban Warfare: a mech building simulator.

Bravo

TheParadigm
Dec 10, 2009

Sky Shadowing posted:


The only way the Clans can cow the Inner Sphere into submission then is through their basically unchallenged superiority in WarShips, by taking the gloves off and blowing the hell out of any city, planet, or nation that resists.

I'm not so sure. I think the real threat of potential unchecked clan superiority is one of resources and transplantation: The pentagon worlds are supposed to be fairly barren/less useful, but the inhabited planets are.

The danger is when the clans take planets which have Factories, production, industrial centers and then start tooling out clanspec weapons and their more dangerous non-omni/second line battlemechs.

Basically, tech advantage and a chance to consolidate into long term stability as/after the invasion peters out.

Its not about what they can do with what they have, its what they can do with time and territory gained.

If an organized clan is able to hold an industrial base for, say, half a year to a year, they have a lot greater chance of sticking around long term.

TheParadigm
Dec 10, 2009

How is that any different than (some of the/ the worst off) the great houses?

TheParadigm
Dec 10, 2009

Beer4TheBeerGod posted:

So is there a list of recommended mods that are updated? Vanilla isn't really keeping my attention.

Seconding this.

I put this game aside for a patch period, and I could use a list of 'make the game playable/better ' stuff.

Is ini hacking all the movement speeds still a thing?
Are there still essential camera-usability mods?
What about models/store mechs (unseen?)
Any recommended 'make the game more varied and funner' ones? What's 3025 extended?

You know, all that stuff.

Help.

TheParadigm
Dec 10, 2009

Thank you for all the answers. Illl go through em in ab it!

Last I remember from ages ago was a manual edit/mod that changes the amount of difficulty / the amount of missions generated / flags for difficuly hikes removed from story (argo flags?)

I like the idea of not being forced into assault mechs for every mission, and there being lots more choice.

Is there a mod that does that out of the box, or is it still a 'roll your own' choice?


There was also one big one that added like, conflict and factions that fight each other - like in a way that influenced mission variety and things - was this a mod or a main game update/dlc? that sounded really appealing to play with.

TheParadigm
Dec 10, 2009

Just as a heads up the battletech season pass is on steam sale for the first time in I think ever.

TheParadigm
Dec 10, 2009

What does the BAP do in-game anyway? LIke sensor lock, but as a weapon option or something?

TheParadigm
Dec 10, 2009

PoptartsNinja posted:

It shares the exact same niche as the Cicada and the Spider. 3025 has more 'Mechs designed to hunt 20 ton trash 'Mechs than it does 20 ton trash 'Mechs.

Alright, I'll bite: Why ARE there so many bug mechs / why are bug mechs such a thing? Are they just the ak-47 of battletech? Ubiquitous and everywhere?

Is it really a 'goes back to the macross/origins stuff', or is it just 'early on thats what was made first and they're just everywhere' sort of thing?

TheParadigm
Dec 10, 2009

everydayfalls posted:

It’s this.

I figure we might see one more big mission/expansion pack for the upcoming last(?) succession war. Then move on to a full sequel for the clan invasion.

And Tyler Too! posted:

I really hope this is the lead-up to a Clan expansion. I will take back all the negative things I've said about light mechs as soon as I get my hands on a Piranha. Nothing is going to be safe from 12 MGs ripping structure apart.

My pipe dream is actuallly a prequel instead of a sequel. I think the best way to sell a clan invasion game is to build up to it and set the stage for how the clans work, think, bid and operate by putting the players in their shoes. It'd actually make sense for the game format: small skirmishes and star on star action, with the outcomes based on killing more than your fair share/overpowering enemies with more numbers than your mechs?

This sounds a lot like the game we already play!, only with things like 'win battles for better techs' or more resources, bigger mechs, etc. Let players bid for invasion corridors, etc.

I feel like the clans are as hated/dunked on as they are because newcomers to the franchise really don't get them at a glance or off the bat, and imho seting the stage for clans and the sphere to fight is more important than the fight, at least at first.

TheParadigm fucked around with this message at 07:23 on Oct 27, 2019

TheParadigm
Dec 10, 2009

Cyrano4747 posted:

Ask yourself what makes the Thunderbolt and Catapult such a decent mechs and the Dragon such a lovely one. It isn't the five ton weight difference.

Some designs are just inherently poo poo. They make sense in the lore but from a gameplay perspective they are turds. Quirks can help counter balance that.

edit: and for what it's worth, some designs sucking is OK. Every game needs a power curve, and some mechs being kind of garbage is part of that in BT.

Power to weight ratios are a thing, and a big thing in battletech.

This lays it out pretty well. Basically, a lot of early on designs WERE intentionally off the power curve. THis is why the timber wolf, for example, was such a massive deal when it first showed up.
http://www.ci-n.com/~jcampbel/rpgs/battletech/rnd/optimalweight.html

The tabletop quirks(these exist) as far as I can tell are along the lines of 'the shitter it is, the more free stuff it gets'.

So, theoretically I'm okay with quirks being there as a balancing act in 'this mech is x tons off the baseline, and thus deserves some sort of love for being unoptimal/flavor to make it useful and different'.

Practically... I hope they don't go the PGI route.


Side note. Here's the fun fact about the dragon: Its actually at the ideal weight/mass for a 60 ton heavy with 5 movement points. Make it bigger to 65 tons? Lose a ton of space. make it smaller at 55? Lose a ton of space. The major problem a lot of mechs have is context: Its good for its time.
If anything, I don't think it feels fast enough: Battletech's run speed is time and a half movement, which I think is a dated mechanic for today's nerds used to other games.

TheParadigm
Dec 10, 2009

Alchenar posted:

Battletech has a problem in that the units you control and identify with are the mechs, not the pilots. You can assign mechs individual character to make them interesting (quirks) but you can't really tell stories about the mech.


This is a very neat point and I would like to see pilots come with their own color schemes to counteract it. Like, the pilot has their own flying colors so you plop them in the seat and they automatically go 'poo poo, throw my purple on' or whatnot.

That way you can easily sort of tell who's doing what, and it turns it from 'x mech is good' to 'that green guy over there!' sort of deal.
favorite chassis/weight classes might be sort of neat. Maybe something minor like a bit of xp/morale gain if they're in a comfort zone - or something if they're out of it?

TheParadigm
Dec 10, 2009

Looks like an Awesome, except for that big left arm

TheParadigm
Dec 10, 2009

I guess my question is: is the season pass worthwhile on steam sale, or worth waiting for winter sale?

TheParadigm
Dec 10, 2009

33 if you have just the base game

TheParadigm
Dec 10, 2009

Huh. Banner saga but robots-n-pilots?

TheParadigm
Dec 10, 2009

So i've been waiting to play this a bit to see how it shapes up with all the final dlc and stuff.

Are there any super crucial mods/quality of life changes that need to happen? I took a break after launch (no dlc) because making all the robots move less slow with ini edits was a pain, and wanted to wait for thigns to shake out. Are most of the quality of life hacks part of the base game? Are there any

So far I want to change a few things:
I'd like to play the campaign with flashpoints on, but I think I know how to do that.
Are there any mod settings to make you have more 'pips' to spend in your contract negotiations?
Where do you change how many mech parts it takes to salvage a design?

Are there any 'its totally dumb you can't loot/take this with you' mechs from campaign/story stuff that I should change? (i remember people saying random things about royal mechs or something)

Is the forced difficulty boost at each milestone still at thing? The mechanic that forces endgame stuff to be 'all assaults all the time' with no backsies.
This.

Do flashpoints or other dlc stuff need out of the box tweaking?

Am I forgetting anything else?


Edit: Any weapon fixes also crucial? AC/2, ppc heat, that sort of thing?
Are harder ai tweaks still needed? I remember that was a fairly popular mod as well

TheParadigm fucked around with this message at 02:32 on Nov 28, 2019

TheParadigm
Dec 10, 2009

Do Coil's count the bonus evasion pips from that piloting tree skill, btw? or JUST movement, not overall chevrons?

TheParadigm
Dec 10, 2009

Doesn't the game have range brackets where some stuff has an optimal/ideal range (lrms with minimum for example); so theoretically you're paying tonnage for better to-hits over longer ranges?

TheParadigm
Dec 10, 2009

Thanks!
For comparison, whats the default vision range?

Are you saying that, like, you can give a mech a long range weapon that shoots further than it can actually see and/or target?

TheParadigm
Dec 10, 2009

This sounds like an easy fix modding wise. Can you give ER weapons a spotting range bonus when equipped?

Edit: after a bit of poking around, this seems dumb


quote:

https://battletech.gamepedia.com/Scouting

Sensors are the long range detection capability of a mech. The default sensor range is 400 units and is modified by the Mech's class:

Light mechs have a 40% bonus to detection range (560 units).
Medium mechs have baseline range.
Heavy mechs have a -25% malus to sensors (300 units).
Assault mechs have the largest, -50% malus, capable of detection in a 200 unit radius - the same as spotting.

The detection range is further affected by the signature of the target. The smaller the signature, the closer the mech needs to be for sensors to pick it up.

Light mechs have a -50% bonus to signature.
Mediums enjoy a -25% modifier.
Heavies are just -10% more difficult to attack.
Assault mechs can be detected at any range within the sensor radius.

Furthermore, a shutdown mech has a -50% signature bonus.

If a mech is in sensor range, the Sensor Lock ability can be used to establish instant line of sight for one turn.

Spotting is the pilot using their Mark One Eyeball to establish line of sight with the enemy mech. The base spotting distance is 300 units and visibility is unaffected by mech class (however, light mechs have a +25% spotting range, as dedicated scouts). Shutdown or prone mechs are the only ones with a visibility bonus, being -25% harder to spot.

I think I found the culprit: Game is set up to force you into a 'light mechs are relevant as scouts!!' mentality; but the heavier stuff with the tonnage and heat capacity to carry ER guns have the -least- visibility.

Thats dumb.

TheParadigm fucked around with this message at 02:31 on Dec 3, 2019

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TheParadigm
Dec 10, 2009

Patrat posted:

There are 0 tonnage, +10 damage mods out there and I managed to get six on a firestarter however. This was hilarious and highly effective right up until it got an arm shot off.

Actaully, in my mod-browsing i found someothing for that.

https://www.nexusmods.com/battletech/mods/146 'arm weaponry can survive' this seems like it'd be pretty useful/fair for anyone to include.

it seems dumb that an intact arm is automatically destroyed instead of falling off wholesale if its intact, so yeah

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